- refactored autorunning CVARs

This commit is contained in:
Christoph Oelckers 2019-10-22 00:52:07 +02:00
parent 87653b50d4
commit dbe3cadd0f
24 changed files with 62 additions and 106 deletions

View file

@ -468,7 +468,7 @@ endif()
if (WIN32)
include_directories( "${ZLIB_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../platform/windows/include/sdl2")
else ()
include_directories( "${ZLIB_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GME_INCLUDE_DIR}" "${ENET_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
include_directories( "${ZLIB_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
endif()

View file

@ -101,7 +101,6 @@ int32_t gShowWeapon;
int32_t gMouseSensitivity;
int32_t gMouseAiming;
int32_t gMouseAimingFlipped;
int32_t gRunKeyMode;
bool gNoClip;
bool gInfiniteAmmo;
bool gFullMap;
@ -358,7 +357,6 @@ void CONFIG_SetDefaults(void)
//ud.msgdisptime = 120;
//ud.obituaries = 1;
//ud.pwlockout[0] = '\0';
gRunKeyMode = 0;
//ud.screen_size = 4;
//ud.screen_tilting = 1;
//ud.screenfade = 1;

View file

@ -82,7 +82,6 @@ extern int32_t gShowWeapon;
extern int32_t gMouseSensitivity;
extern int32_t gMouseAiming;
extern int32_t gMouseAimingFlipped;
extern int32_t gRunKeyMode;
extern bool gNoClip;
extern bool gInfiniteAmmo;
extern bool gFullMap;

View file

@ -404,8 +404,8 @@ void ctrlGetInput(void)
gInput.keyFlags.holsterWeapon = 1;
}
char run = gRunKeyMode ? (BUTTON(gamefunc_Run) | gAutoRun) : (BUTTON(gamefunc_Run) ^ gAutoRun);
char run2 = BUTTON(gamefunc_Run);
char run = G_CheckAutorun(BUTTON(gamefunc_Run));
char run2 = false; // What??? BUTTON(gamefunc_Run);
gInput.syncFlags.run = run;

View file

@ -411,7 +411,7 @@ static MenuOptionSet_t MEOS_GAMESETUP_AIM_AUTO = MAKE_MENUOPTIONSET( MEOSN_GAMES
static MenuOption_t MEO_GAMESETUP_AIM_AUTO = MAKE_MENUOPTION( &MF_Redfont, &MEOS_GAMESETUP_AIM_AUTO, &ud.config.AutoAim );
static MenuEntry_t ME_GAMESETUP_AIM_AUTO = MAKE_MENUENTRY( "Auto aim:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_AIM_AUTO, Option );
static MenuOption_t MEO_GAMESETUP_ALWAYS_RUN = MAKE_MENUOPTION( &MF_Redfont, &MEOS_NoYes, &ud.auto_run);
static MenuOption_t MEO_GAMESETUP_ALWAYS_RUN = MAKE_MENUOPTION( &MF_Redfont, &MEOS_NoYes, &cl_autorun.Value);
static MenuEntry_t ME_GAMESETUP_ALWAYS_RUN = MAKE_MENUENTRY( "Always run:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_ALWAYS_RUN, Option );
static char const *MEOSN_GAMESETUP_WEAPSWITCH_PICKUP[] = { "Never", "If new", /*"If favored",*/ };

View file

@ -35,7 +35,7 @@
#include <stdio.h>
#include "gameconfigfile.h"
//#include "c_cvars.h"
#include "c_cvars.h"
//#include "c_dispatch.h"
//#include "c_bind.h"
#include "m_argv.h"
@ -258,7 +258,6 @@ void FGameConfigFile::DoGameSetup (const char *gamename)
// The NetServerInfo section will be read and override anything loaded
// here when it's determined that a netgame is being played.
#if 0
strncpy (subsection, "LocalServerInfo", sublen);
if (SetSection (section))
{
@ -270,7 +269,6 @@ void FGameConfigFile::DoGameSetup (const char *gamename)
{
ReadCVars (0);
}
#endif
strncpy (subsection, "ConsoleAliases", sublen);
if (SetSection (section))
{
@ -330,28 +328,17 @@ void FGameConfigFile::DoKeySetup(const char *gamename)
void FGameConfigFile::ReadNetVars ()
{
#if 0
strncpy (subsection, "NetServerInfo", sublen);
if (SetSection (section))
{
ReadCVars (0);
}
if (bModSetup)
{
mysnprintf(subsection, sublen, "NetServerInfo.Mod");
if (SetSection(section))
{
ReadCVars(CVAR_MOD|CVAR_SERVERINFO|CVAR_IGNORE);
}
}
#endif
}
// Read cvars from a cvar section of the ini. Flags are the flags to give
// to newly-created cvars that were not already defined.
void FGameConfigFile::ReadCVars (uint32_t flags)
{
/*
const char *key, *value;
FBaseCVar *cvar;
UCVarValue val;
@ -367,7 +354,6 @@ void FGameConfigFile::ReadCVars (uint32_t flags)
val.String = const_cast<char *>(value);
cvar->SetGenericRep (val, CVAR_String);
}
*/
}
void FGameConfigFile::ArchiveGameData (const char *gamename)
@ -380,12 +366,12 @@ void FGameConfigFile::ArchiveGameData (const char *gamename)
strncpy (subsection, "Player", sublen);
SetSection (section, true);
ClearCurrentSection ();
//C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_USERINFO);
C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_USERINFO);
strncpy (subsection, "ConsoleVariables", sublen);
SetSection (section, true);
ClearCurrentSection ();
//C_ArchiveCVars (this, CVAR_ARCHIVE);
C_ArchiveCVars (this, CVAR_ARCHIVE);
#if 0
// Do not overwrite the serverinfo section if playing a netgame, and
@ -395,14 +381,14 @@ void FGameConfigFile::ArchiveGameData (const char *gamename)
strncpy (subsection, netgame ? "NetServerInfo" : "LocalServerInfo", sublen);
SetSection (section, true);
ClearCurrentSection ();
//C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_SERVERINFO);
C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_SERVERINFO);
}
#endif
strncpy (subsection, "UnknownConsoleVariables", sublen);
SetSection (section, true);
ClearCurrentSection ();
//C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_AUTO);
C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_AUTO);
strncpy (subsection, "ConsoleAliases", sublen);
SetSection (section, true);
@ -432,11 +418,11 @@ void FGameConfigFile::ArchiveGlobalData ()
SetSection ("GlobalSettings", true);
ClearCurrentSection ();
//C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
SetSection ("GlobalSettings.Unknown", true);
ClearCurrentSection ();
//C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_AUTO);
C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_AUTO);
}
FString FGameConfigFile::GetConfigPath (bool tryProg)
@ -499,4 +485,4 @@ CCMD (whereisini)
FString path = M_GetConfigPath(false);
Printf ("%s\n", path.GetChars());
}
*/
*/

View file

@ -1,8 +1,18 @@
#include "c_cvars.h"
#include "common.h"
/* Notes
RedNukem has this for the toggle autorun command. Todo: Check what this is supposed to accomplish. The implementation makes no sense at all.
(!RRRA || (!g_player[myconnectindex].ps->on_motorcycle && !g_player[myconnectindex].ps->on_boat)))
*/
CVARD(Bool, cl_crosshair, true, CVAR_ARCHIVE, "enable/disable crosshair");
CVARD(Bool, cl_automsg, false, CVAR_ARCHIVE, "enable/disable automatically sending messages to all players")
CVARD(Bool, cl_autorun, true, CVAR_ARCHIVE, "enable/disable autorun")
CVARD(Bool, cl_runmode, true, CVAR_ARCHIVE, "enable/disable modernized run key operation")
CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE, "enable/disable weapon autoaim")
{
@ -11,6 +21,12 @@ CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE, "enable/disable weapon autoaim")
};
bool G_CheckAutorun(bool button)
{
if (cl_runmode) return button || cl_autorun;
else return button ^ !!cl_autorun;
}
#if 0
{ "cl_autorun", "enable/disable autorun", (void *)&ud.auto_run, CVAR_BOOL, 0, 1 },
@ -19,6 +35,7 @@ CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE, "enable/disable weapon autoaim")
{ "cl_runmode", "enable/disable modernized run key operation", (void *)&ud.runkey_mode, CVAR_BOOL, 0, 1 },
// DN3D
static osdcvardata_t cvars_game[] =
{

View file

@ -3,3 +3,14 @@
EXTERN_CVAR(Bool, cl_crosshair)
EXTERN_CVAR(Bool, cl_automsg)
EXTERN_CVAR(Int, cl_autoaim)
EXTERN_CVAR(Bool, cl_autorun)
EXTERN_CVAR(Bool, cl_runmode)
CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE, "enable/disable weapon autoaim")
{
if (self < 0 || self > (playing_blood? 2 : 3)) self = 1; // Note: The Shadow Warrior backend only has a bool for this.
//UpdatePlayerFromMenu(); todo: networking (only operational in EDuke32 frontend anyway.)
};
bool G_CheckAutorun(bool button);

View file

@ -254,7 +254,6 @@ void CONFIG_SetDefaults(void)
ud.althud = 1;
ud.angleinterpolation = 0;
ud.auto_run = 1;
ud.autosave = 1;
ud.autosavedeletion = 1;
ud.autovote = 0;

View file

@ -5049,8 +5049,8 @@ FAKE_F3:
if (BUTTON(gamefunc_AutoRun))
{
CONTROL_ClearButton(gamefunc_AutoRun);
ud.auto_run = 1-ud.auto_run;
P_DoQuote(QUOTE_RUN_MODE_OFF + ud.auto_run, &myplayer);
cl_autorun= 1-cl_autorun;
P_DoQuote(QUOTE_RUN_MODE_OFF + cl_autorun, &myplayer);
}
if (BUTTON(gamefunc_Map))
@ -6760,7 +6760,6 @@ MAIN_LOOP_RESTART:
// G_GameExit(" "); ///
// ud.auto_run = ud.config.RunMode;
ud.showweapons = ud.config.ShowWeapons;
P_SetupMiscInputSettings();
g_player[myconnectindex].pteam = ud.team;

View file

@ -186,7 +186,7 @@ typedef struct {
int32_t menu_slidebarz, menu_slidebarmargin, menu_slidecursorz;
int32_t menu_scrollbartilenum, menu_scrollbarz, menu_scrollcursorz;
int32_t entered_name,screen_tilting,shadows,fta_on,executions,auto_run;
int32_t entered_name,screen_tilting,shadows,fta_on,executions;
int32_t coords,showfps,levelstats,m_coop,coop,screen_size,lockout;
int32_t playerai,angleinterpolation,obituaries;

View file

@ -1411,7 +1411,7 @@ int32_t __fastcall VM_GetUserdef(int32_t labelNum, int const lParm2)
case USERDEFS_SHADOWS: labelNum = ud.shadows; break;
case USERDEFS_FTA_ON: labelNum = ud.fta_on; break;
case USERDEFS_EXECUTIONS: labelNum = ud.executions; break;
case USERDEFS_AUTO_RUN: labelNum = ud.auto_run; break;
case USERDEFS_AUTO_RUN: labelNum = cl_autorun; break;
case USERDEFS_COORDS: labelNum = ud.coords; break;
case USERDEFS_TICKRATE: labelNum = ud.showfps; break;
case USERDEFS_M_COOP: labelNum = ud.m_coop; break;
@ -1607,7 +1607,7 @@ void __fastcall VM_SetUserdef(int const labelNum, int const lParm2, int32_t cons
case USERDEFS_SHADOWS: ud.shadows = iSet; break;
case USERDEFS_FTA_ON: ud.fta_on = iSet; break;
case USERDEFS_EXECUTIONS: ud.executions = iSet; break;
case USERDEFS_AUTO_RUN: ud.auto_run = iSet; break;
case USERDEFS_AUTO_RUN: cl_autorun = iSet; break; //!!!
case USERDEFS_COORDS: ud.coords = iSet; break;
case USERDEFS_TICKRATE: ud.showfps = iSet; break;
case USERDEFS_M_COOP: ud.m_coop = iSet; break;

View file

@ -410,7 +410,7 @@ static MenuOptionSet_t MEOS_GAMESETUP_AIM_AUTO = MAKE_MENUOPTIONSET( MEOSN_GAMES
static MenuOption_t MEO_GAMESETUP_AIM_AUTO = MAKE_MENUOPTION( &MF_Redfont, &MEOS_GAMESETUP_AIM_AUTO, &cl_autoaim.Value );
static MenuEntry_t ME_GAMESETUP_AIM_AUTO = MAKE_MENUENTRY( "Auto aim:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_AIM_AUTO, Option );
static MenuOption_t MEO_GAMESETUP_ALWAYS_RUN = MAKE_MENUOPTION( &MF_Redfont, &MEOS_NoYes, &ud.auto_run);
static MenuOption_t MEO_GAMESETUP_ALWAYS_RUN = MAKE_MENUOPTION( &MF_Redfont, &MEOS_NoYes, &cl_autorun.Value);
static MenuEntry_t ME_GAMESETUP_ALWAYS_RUN = MAKE_MENUENTRY( "Always run:", &MF_Redfont, &MEF_BigOptionsRt, &MEO_GAMESETUP_ALWAYS_RUN, Option );
static char const *MEOSN_GAMESETUP_WEAPSWITCH_PICKUP[] = { "Never", "If new", /*"If favored",*/ };

View file

@ -26,6 +26,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "demo.h"
#include "enet.h"
#include "sjson.h"
#include "gamcvars.h"
BEGIN_DUKE_NS
@ -2944,7 +2945,7 @@ void P_GetInput(int const playerNum)
}
// JBF: Run key behaviour is selectable
int const playerRunning = (ud.runkey_mode) ? (BUTTON(gamefunc_Run) | ud.auto_run) : (ud.auto_run ^ BUTTON(gamefunc_Run));
int const playerRunning = G_CheckAutorun(BUTTON(gamefunc_Run));
int const turnAmount = playerRunning ? (NORMALTURN << 1) : NORMALTURN;
constexpr int const analogTurnAmount = (NORMALTURN << 1);
int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE;

View file

@ -1403,7 +1403,6 @@ static const dataspec_t svgm_udnetw[] =
{ DS_NOCHK, &ud.respawn_items, sizeof(ud.respawn_items), 1 },
{ DS_NOCHK, &ud.respawn_inventory, sizeof(ud.respawn_inventory), 1 },
{ 0, &ud.god, sizeof(ud.god), 1 },
{ 0, &ud.auto_run, sizeof(ud.auto_run), 1 },
{ DS_NOCHK, &ud.monsters_off, sizeof(ud.monsters_off), 1 },
{ DS_NOCHK, &ud.last_level, sizeof(ud.last_level), 1 },
{ 0, &ud.eog, sizeof(ud.eog), 1 },

View file

@ -234,7 +234,6 @@ void CONFIG_SetDefaults(void)
ud.config.NumVoices = 64;
#endif
ud.config.ReverseStereo = 0;
ud.auto_run = 1;
ud.config.ShowOpponentWeapons = 0;
ud.config.SmoothInput = 1;
ud.config.SoundToggle = 1;

View file

@ -1,4 +1,4 @@
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
@ -6560,11 +6560,11 @@ FAKE_F3:
G_UpdateScreenArea();
}
if (BUTTON(gamefunc_AutoRun) && (!RRRA || (!g_player[myconnectindex].ps->on_motorcycle && !g_player[myconnectindex].ps->on_boat)))
if (BUTTON(gamefunc_AutoRun))
{
CONTROL_ClearButton(gamefunc_AutoRun);
ud.auto_run = 1-ud.auto_run;
P_DoQuote(QUOTE_RUN_MODE_OFF+ud.auto_run,g_player[myconnectindex].ps);
cl_autorun = !cl_autorun;
P_DoQuote(QUOTE_RUN_MODE_OFF+cl_autorun,g_player[myconnectindex].ps);
}
if (BUTTON(gamefunc_Map))
@ -8137,7 +8137,6 @@ MAIN_LOOP_RESTART:
// G_GameExit(" "); ///
// ud.auto_run = ud.config.RunMode;
ud.showweapons = ud.config.ShowOpponentWeapons;
P_SetupMiscInputSettings();
g_player[myconnectindex].pteam = ud.team;

View file

@ -165,7 +165,7 @@ typedef struct {
int32_t menu_slidebarz, menu_slidebarmargin, menu_slidecursorz;
int32_t menu_scrollbartilenum, menu_scrollbarz, menu_scrollcursorz;
int32_t entered_name,screen_tilting,shadows,fta_on,executions,auto_run;
int32_t entered_name,screen_tilting,shadows,fta_on,executions;
int32_t coords,showfps,levelstats,m_coop,coop,screen_size,lockout,crosshair;
int32_t playerai,angleinterpolation,obituaries;

View file

@ -2795,7 +2795,9 @@ void P_GetInput(int playerNum)
}
// JBF: Run key behaviour is selectable
int const playerRunning = (ud.runkey_mode) ? (BUTTON(gamefunc_Run) | ud.auto_run) : (ud.auto_run ^ BUTTON(gamefunc_Run));
int playerRunning = false;
int const playerRunning = G_CheckAutorun(BUTTON(gamefunc_Run));
int const turnAmount = playerRunning ? (NORMALTURN << 1) : NORMALTURN;
constexpr int const analogTurnAmount = (NORMALTURN << 1);
int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE;
@ -3100,7 +3102,7 @@ void P_GetInputMotorcycle(int playerNum)
}
// JBF: Run key behaviour is selectable
int const playerRunning = (ud.runkey_mode) ? (BUTTON(gamefunc_Run) | ud.auto_run) : (ud.auto_run ^ BUTTON(gamefunc_Run));
int const playerRunning = G_CheckAutorun(BUTTON(gamefunc_Run));
constexpr int const analogTurnAmount = (NORMALTURN << 1);
int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE;
constexpr int const analogExtent = 32767; // KEEPINSYNC sdlayer.cpp
@ -3398,7 +3400,7 @@ void P_GetInputBoat(int playerNum)
}
// JBF: Run key behaviour is selectable
int const playerRunning = (ud.runkey_mode) ? (BUTTON(gamefunc_Run) | ud.auto_run) : (ud.auto_run ^ BUTTON(gamefunc_Run));
int const playerRunning = G_CheckAutorun(BUTTON(gamefunc_Run));
constexpr int const analogTurnAmount = (NORMALTURN << 1);
int const keyMove = playerRunning ? (NORMALKEYMOVE << 1) : NORMALKEYMOVE;
constexpr int const analogExtent = 32767; // KEEPINSYNC sdlayer.cpp

View file

@ -1089,7 +1089,6 @@ static const dataspec_t svgm_udnetw[] =
{ DS_NOCHK, &ud.respawn_items, sizeof(ud.respawn_items), 1 },
{ DS_NOCHK, &ud.respawn_inventory, sizeof(ud.respawn_inventory), 1 },
{ 0, &ud.god, sizeof(ud.god), 1 },
{ 0, &ud.auto_run, sizeof(ud.auto_run), 1 },
{ DS_NOCHK, &ud.monsters_off, sizeof(ud.monsters_off), 1 },
{ DS_NOCHK, &ud.last_level, sizeof(ud.last_level), 1 },
{ 0, &ud.eog, sizeof(ud.eog), 1 },

View file

@ -3056,12 +3056,6 @@ void InitPlayerGameSettings(void)
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
}
// everyone had their own Auto Run
if (gs.AutoRun)
SET(Player[myconnectindex].Flags, PF_LOCK_RUN);
else
RESET(Player[myconnectindex].Flags, PF_LOCK_RUN);
if (gs.MouseAimingOn)
SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
else
@ -5143,7 +5137,7 @@ getinput(SW_PACKET *loc)
SET_LOC_KEY(loc->bits, SK_SPACE_BAR, ((!!KEY_PRESSED(KEYSC_SPACE)) | BUTTON(gamefunc_Open)));
running = BUTTON(gamefunc_Run) || TEST(pp->Flags, PF_LOCK_RUN);
running = G_CheckAutorun(BUTTON(gamefunc_Run));
if (BUTTON(gamefunc_Strafe) && !pp->sop)
svel = -info.dyaw;
@ -5260,15 +5254,6 @@ getinput(SW_PACKET *loc)
loc->angvel = angvel;
loc->aimvel = aimvel;
if (MenuButtonAutoRun)
{
MenuButtonAutoRun = FALSE;
if ((!!TEST(pp->Flags, PF_LOCK_RUN)) != !!gs.AutoRun)
SET_LOC_KEY(loc->bits, SK_RUN_LOCK, TRUE);
}
SET_LOC_KEY(loc->bits, SK_RUN_LOCK, BUTTON(gamefunc_AutoRun));
if (!CommEnabled)
{
if (MenuButtonAutoAim)

View file

@ -259,7 +259,6 @@ extern char MessageOutputString[256];
#define SK_AUTO_AIM 7
#define SK_CENTER_VIEW 8
#define SK_PAUSE 9
#define SK_RUN_LOCK 10
#define SK_MESSAGE 11
#define SK_LOOK_UP 12
@ -1252,7 +1251,6 @@ extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
#define PF_DIVING (BIT(17))
#define PF_DIVING_IN_LAVA (BIT(18))
#define PF_TWO_UZI (BIT(19))
#define PF_LOCK_RUN (BIT(20))
#define PF_TURN_180 (BIT(21))
#define PF_DEAD_HEAD (BIT(22)) // are your a dead head
#define PF_HEAD_CONTROL (BIT(23)) // have control of turning when a head?

View file

@ -1562,12 +1562,6 @@ getpackets(void)
pp = Player + otherconnectindex;
p = (PACKET_OPTIONSp)packbuf;
// auto run
if (p->AutoRun)
SET(pp->Flags, PF_LOCK_RUN);
else
RESET(pp->Flags, PF_LOCK_RUN);
// palette
pp->TeamColor = p->Color;
pp->SpriteP->pal = PALETTE_PLAYER0 + pp->TeamColor;

View file

@ -122,21 +122,6 @@ extern SWBOOL FinishedLevel;
#define TANK_FRICTION (53248L)
#define PLAYER_SLIDE_FRICTION (53248L)
#define PLAYER_RUN_LOCK(pp) \
if (TEST_SYNC_KEY((pp), SK_RUN_LOCK)) \
{ \
if (FLAG_KEY_PRESSED((pp), SK_RUN_LOCK)) \
{ \
FLAG_KEY_RELEASE((pp), SK_RUN_LOCK); \
FLIP((pp)->Flags, PF_LOCK_RUN); \
gs.AutoRun = !!TEST((pp)->Flags, PF_LOCK_RUN); \
sprintf(ds, "Run mode %s", TEST((pp)->Flags, PF_LOCK_RUN) ? "ON" : "OFF"); \
PutStringInfo((pp), ds); \
} \
} \
else \
FLAG_KEY_RESET((pp), SK_RUN_LOCK) \
#define JUMP_STUFF 4
// just like 2 except can jump higher - less gravity
@ -2011,7 +1996,7 @@ DoPlayerBob(PLAYERp pp)
dist = 0;
// if running make a longer stride
if (TEST_SYNC_KEY(pp, SK_RUN) || TEST(pp->Flags, PF_LOCK_RUN))
if (G_CheckAutorun(TEST_SYNC_KEY(pp, SK_RUN)))
{
//amt = 10;
amt = 12;
@ -2457,7 +2442,7 @@ MoveScrollMode2D(PLAYERp pp)
Follow_posy = pp->posy;
}
running = BUTTON(gamefunc_Run) || TEST(pp->Flags, PF_LOCK_RUN);
running = G_CheckAutorun(BUTTON(gamefunc_Run));
if (BUTTON(gamefunc_Strafe))
mfsvel -= scrl_input.dyaw>>2;
@ -2596,9 +2581,7 @@ DoPlayerMove(PLAYERp pp)
void SlipSlope(PLAYERp pp);
SlipSlope(pp);
PLAYER_RUN_LOCK(pp);
DoPlayerTurn(pp);
pp->oldposx = pp->posx;
@ -2863,8 +2846,6 @@ DoPlayerMoveBoat(PLAYERp pp)
PlaySOsound(pp->sop->mid_sector,SO_IDLE_SOUND);
}
PLAYER_RUN_LOCK(pp);
DoPlayerTurnBoat(pp);
if (PLAYER_MOVING(pp) == 0)
@ -3270,8 +3251,6 @@ DoPlayerMoveTank(PLAYERp pp)
PlaySOsound(pp->sop->mid_sector,SO_IDLE_SOUND);
}
PLAYER_RUN_LOCK(pp);
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
else
@ -3450,8 +3429,6 @@ DoPlayerMoveTurret(PLAYERp pp)
short save_sectnum;
USERp u = User[pp->PlayerSprite];
PLAYER_RUN_LOCK(pp);
DoPlayerTurnTurret(pp);
if (PLAYER_MOVING(pp) == 0)
@ -3904,9 +3881,6 @@ DoPlayerClimb(PLAYERp pp)
if (dot < 0)
climbvel = -climbvel;
// Run lock - routine doesn't call DoPlayerMove
PLAYER_RUN_LOCK(pp);
// need to rewrite this for FAF stuff
// Jump off of the ladder
@ -6852,9 +6826,6 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
// allow turning
if ((TEST(pp->Flags, PF_DEAD_HEAD) && pp->input.angvel != 0) || TEST(pp->Flags, PF_HEAD_CONTROL))
{
// Allow them to turn fast
PLAYER_RUN_LOCK(pp);
DoPlayerTurn(pp);
return;
}